Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
This commit is contained in:
@@ -78,3 +78,21 @@ void Camera::UpdateViewMatrix()
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{
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m_ViewMatrix = glm::translate(glm::toMat4(m_Orientation), -m_Position);
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}
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void Camera::FOV(float val)
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{
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m_FOV = val;
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UpdateProjectionMatrix();
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}
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void Camera::NearClip(float val)
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{
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m_NearClip = val;
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UpdateProjectionMatrix();
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}
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void Camera::FarClip(float val)
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{
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m_FarClip = val;
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UpdateProjectionMatrix();
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}
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@@ -11,8 +11,10 @@ namespace Components
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struct Model : Component
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{
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const char* ModelFile;
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Model() : Visible(true) { }
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std::string ModelFile;
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Color Color;
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bool Visible;
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};
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}
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@@ -110,6 +110,7 @@
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<ClCompile Include="Renderer.cpp" />
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<ClCompile Include="ShaderProgram.cpp" />
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<ClCompile Include="Systems\CollisionSystem.cpp" />
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<ClCompile Include="Systems\TransformSystem.cpp" />
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<ClCompile Include="Texture.cpp" />
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<ClCompile Include="TextFrame.cpp" />
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<ClCompile Include="World.cpp" />
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@@ -161,6 +162,7 @@
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<ClInclude Include="Systems\PlayerSystem.h" />
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<ClInclude Include="Systems\RenderSystem.h" />
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<ClInclude Include="Systems\SoundSystem.h" />
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<ClInclude Include="Systems\TransformSystem.h" />
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<ClInclude Include="Texture.h" />
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<ClInclude Include="TextFrame.h" />
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<ClInclude Include="World.h" />
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@@ -47,6 +47,9 @@
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<ClCompile Include="OBJ.cpp" />
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<ClCompile Include="main.cpp" />
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<ClCompile Include="GameWorld.cpp" />
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<ClCompile Include="Systems\TransformSystem.cpp">
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<Filter>Systems</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Component.h" />
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@@ -148,6 +151,9 @@
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<ClInclude Include="Camera.h" />
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<ClInclude Include="OBJ.h" />
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<ClInclude Include="OpenGL.h" />
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<ClInclude Include="Systems\TransformSystem.h">
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<Filter>Systems</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<None Include="Shaders\Fragment.glsl">
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@@ -5,14 +5,6 @@ void GameWorld::Initialize()
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{
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World::Initialize();
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AddSystem("LevelGenerationSystem");
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AddSystem("InputSystem");
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AddSystem("CollisionSystem");
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//AddSystem("ParticleSystem");
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AddSystem("PlayerSystem");
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AddSystem("SoundSystem");
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AddSystem("RenderSystem");
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std::shared_ptr<Components::Transform> transform;
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std::shared_ptr<Components::Model> model;
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std::shared_ptr<Components::PointLight> pointLight;
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@@ -21,11 +13,8 @@ void GameWorld::Initialize()
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std::shared_ptr<Components::Collision> collision;
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EntityID ent;
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// Fucking lights
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ent = CreateEntity();
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/*ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(0.f, 7.f, 0.f);
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pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
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@@ -60,7 +49,7 @@ void GameWorld::Initialize()
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pointLight->quadraticAttenuation = 0.f;
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pointLight->spotExponent = 0.0f;
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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/sphere.obj";
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model->ModelFile = "Models/sphere.obj";*/
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//ground
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ent = CreateEntity();
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@@ -91,13 +80,6 @@ void GameWorld::Initialize()
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transform->Scale = glm::vec3(1.0f);
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model = AddComponent<Components::Model>(m_Player, "Model");
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model->ModelFile = "Models/ship.obj";
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pointLight = AddComponent<Components::PointLight>(m_Player, "PointLight");
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pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(0.4, 0.4, 1.0);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 1.f;
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pointLight->quadraticAttenuation = 0.f;
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pointLight->spotExponent = 0.0f;
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AddComponent<Components::Input>(m_Player, "Input");
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collision = AddComponent<Components::Collision>(m_Player, "Collision");
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collision->Phantom = false;
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@@ -105,12 +87,43 @@ void GameWorld::Initialize()
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bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
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bounds->Origin = glm::vec3(0, 0, 2.f);
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bounds->VolumeVector = glm::vec3(4.f, 0.7f, 1);
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// Player light
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auto playerLight = CreateEntity(m_Player);
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transform = AddComponent<Components::Transform>(playerLight, "Transform");
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transform->Position = glm::vec3(1.5f, 0.25f, 2.5f);
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pointLight = AddComponent<Components::PointLight>(playerLight, "PointLight");
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pointLight->Specular = glm::vec3(0.1f, 0.1f, 0.1f);
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pointLight->Diffuse = glm::vec3(0.45f, 0.65f, 1.f);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 0.9f;
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pointLight->quadraticAttenuation = 0.f;
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pointLight->spotExponent = 0.0f;
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bounds = AddComponent<Components::Bounds>(playerLight, "Bounds");
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bounds->VolumeVector = glm::vec3(0.5f);
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playerLight = CreateEntity(m_Player);
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transform = AddComponent<Components::Transform>(playerLight, "Transform");
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transform->Position = glm::vec3(-1.5f, 0.25f, 2.5f);
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pointLight = AddComponent<Components::PointLight>(playerLight, "PointLight");
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pointLight->Specular = glm::vec3(0.1f, 0.1f, 0.1f);
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pointLight->Diffuse = glm::vec3(0.45f, 0.65f, 1.f);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 0.9f;
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pointLight->quadraticAttenuation = 0.f;
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pointLight->spotExponent = 0.0f;
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bounds = AddComponent<Components::Bounds>(playerLight, "Bounds");
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bounds->VolumeVector = glm::vec3(0.5f);
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playerLight = CreateEntity(m_Player);
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transform = AddComponent<Components::Transform>(playerLight, "Transform");
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transform->Position = glm::vec3(0.0f, 2.0f, 2.5f);
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pointLight = AddComponent<Components::PointLight>(playerLight, "PointLight");
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pointLight->Specular = glm::vec3(0.1f, 0.1f, 0.1f);
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pointLight->Diffuse = glm::vec3(0.45f, 0.65f, 1.f);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 1.0f;
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pointLight->quadraticAttenuation = 0.f;
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pointLight->spotExponent = 0.0f;
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bounds = AddComponent<Components::Bounds>(playerLight, "Bounds");
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bounds->VolumeVector = glm::vec3(0.5f);
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/*ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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@@ -155,5 +168,18 @@ void GameWorld::RegisterSystems()
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//m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
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m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
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m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this); });
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m_SystemFactory.Register("TransformSystem", [this]() { return new Systems::TransformSystem(this); });
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m_SystemFactory.Register("RenderSystem", [this]() { return new Systems::RenderSystem(this, m_Renderer); });
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}
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void GameWorld::AddSystems()
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{
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AddSystem("TransformSystem");
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AddSystem("LevelGenerationSystem");
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AddSystem("InputSystem");
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AddSystem("CollisionSystem");
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//AddSystem("ParticleSystem");
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AddSystem("PlayerSystem");
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AddSystem("SoundSystem");
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AddSystem("RenderSystem");
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}
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@@ -4,6 +4,7 @@
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#include "World.h"
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#include "Renderer.h"
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#include "Systems/TransformSystem.h"
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#include "Systems/CollisionSystem.h"
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#include "Systems/InputSystem.h"
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#include "Systems/LevelGenerationSystem.h"
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@@ -36,9 +37,10 @@ public:
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void Initialize();
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void RegisterSystems() override;
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void AddSystems() override;
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void RegisterComponents() override;
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void Update(double dt) ;
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void Update(double dt);
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private:
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std::shared_ptr<Renderer> m_Renderer;
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@@ -14,7 +14,7 @@ Renderer::Renderer()
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#endif
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m_ShadowMapRes = 2048*2;
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m_SunPosition = glm::vec3(0, 0.3f, 10);
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m_SunPosition = glm::vec3(0, 1.5f, 10);
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m_SunTarget = glm::vec3(0, 0, 0);
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m_SunProjection = glm::ortho<float>(-200, 200, -10, 100, -800, 800);
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Lights = 0;
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@@ -216,7 +216,11 @@ void Renderer::DrawScene()
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{
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Model* model;
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glm::mat4 modelMatrix;
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std::tie(model, modelMatrix) = tuple;
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bool visible;
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std::tie(model, modelMatrix, visible) = tuple;
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if (!visible)
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continue;
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MVP = cameraMatrix * modelMatrix;
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depthMVP = depthCameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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@@ -267,7 +271,8 @@ void Renderer::DrawShadowMap()
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{
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Model* model;
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glm::mat4 modelMatrix;
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std::tie(model, modelMatrix) = tuple;
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bool visible;
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std::tie(model, modelMatrix, visible) = tuple;
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MVP = depthCamera * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramShadows.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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@@ -296,26 +301,26 @@ void Renderer::DrawDebugShadowMap()
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void Renderer::DrawModels(ShaderProgram &shader)
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{
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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/*glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 MVP;
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for (auto tuple : ModelsToRender)
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{
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Model* model;
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glm::mat4 modelMatrix;
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std::tie(model, modelMatrix) = tuple;
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Model* model;
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glm::mat4 modelMatrix;
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std::tie(model, modelMatrix) = tuple;
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MVP = cameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glBindVertexArray(model->VAO);
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for (auto texGroup : model->TextureGroups) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texGroup.Texture->texture);
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glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
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}
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MVP = cameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glBindVertexArray(model->VAO);
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for (auto texGroup : model->TextureGroups) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texGroup.Texture->texture);
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glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
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}
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}*/
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}
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void Renderer::DrawText()
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@@ -328,11 +333,11 @@ void Renderer::AddTextToDraw()
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//Add to draw shit vector
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}
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void Renderer::AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale)
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void Renderer::AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale, bool visible)
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{
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
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// You can now use ModelMatrix to build the MVP matrix
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ModelsToRender.push_back(std::make_tuple(model.get(), modelMatrix));
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ModelsToRender.push_back(std::make_tuple(model.get(), modelMatrix, visible));
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}
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void Renderer::AddPointLightToDraw(
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@@ -30,7 +30,7 @@ public:
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||||
int HEIGHT, WIDTH;
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std::list<std::tuple<Model*, glm::mat4>> ModelsToRender;
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std::list<std::tuple<Model*, glm::mat4, bool>> ModelsToRender;
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int Lights;
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std::vector<float> Light_position;
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std::vector<float> Light_specular;
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@@ -47,7 +47,7 @@ public:
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void Draw(double dt);
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void DrawText();
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void AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale);
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void AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale, bool visible);
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void AddTextToDraw();
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void AddPointLightToDraw(
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glm::vec3 _position,
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||||
|
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@@ -13,6 +13,8 @@ public:
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||||
System(World* world) : m_World(world) { }
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||||
virtual ~System() { }
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||||
|
||||
virtual void Initialize() { }
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||||
|
||||
// Called once per system every tick
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virtual void Update(double dt) { }
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// Called once for every entity in the world every tick
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||||
|
||||
@@ -91,10 +91,8 @@ void Systems::LevelGenerationSystem::Update( double dt )
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||||
elapsedtime = 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void Systems::LevelGenerationSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
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||||
@@ -112,9 +110,15 @@ void Systems::LevelGenerationSystem::UpdateEntity( double dt, EntityID entity, E
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||||
transform->Velocity.y = 0;
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||||
}
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||||
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||||
if(transform->Position.z > 800)
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||||
auto model = m_World->GetComponent<Components::Model>(entity, "Model");
|
||||
if (transform->Position.z > 10 && model->Visible)
|
||||
{
|
||||
model->Visible = false;
|
||||
}
|
||||
|
||||
if(transform->Position.z > 800) {
|
||||
m_World->RemoveEntity(entity);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if( m_World->GetProperty<std::string>(entity, "Name") == "Player")
|
||||
|
||||
@@ -25,7 +25,9 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
|
||||
}
|
||||
|
||||
auto model = m_CachedModels[modelComponent->ModelFile];
|
||||
m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation, transformComponent->Scale);
|
||||
glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
|
||||
glm::quat orientation = m_TransformSystem->AbsoluteOrientation(entity);
|
||||
m_Renderer->AddModelToDraw(model, position, orientation, transformComponent->Scale, modelComponent->Visible);
|
||||
}
|
||||
|
||||
// Debug draw bounds
|
||||
@@ -33,7 +35,7 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
|
||||
auto collision = m_World->GetComponent<Components::Collision>(entity, "Collision");
|
||||
auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
|
||||
if (bounds != nullptr) {
|
||||
glm::vec3 origin = transformComponent->Position + (transformComponent->Scale * bounds->Origin);
|
||||
glm::vec3 origin = m_TransformSystem->AbsolutePosition(entity) + (transformComponent->Scale * bounds->Origin);
|
||||
glm::vec3 volumeVector = transformComponent->Scale * bounds->VolumeVector;
|
||||
m_Renderer->AddAABBToDraw(origin, volumeVector, (collision != nullptr && collision->CollidingEntities.size() > 0));
|
||||
}
|
||||
@@ -42,8 +44,9 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
|
||||
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity, "PointLight");
|
||||
if (pointLightComponent != nullptr)
|
||||
{
|
||||
glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
|
||||
m_Renderer->AddPointLightToDraw(
|
||||
transformComponent->Position,
|
||||
position,
|
||||
pointLightComponent->Specular,
|
||||
pointLightComponent->Diffuse,
|
||||
pointLightComponent->constantAttenuation,
|
||||
@@ -51,6 +54,7 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
|
||||
pointLightComponent->quadraticAttenuation,
|
||||
pointLightComponent->spotExponent);
|
||||
}
|
||||
|
||||
auto cameraComponent = m_World->GetComponent<Components::Camera>(entity, "Camera");
|
||||
if (cameraComponent != nullptr)
|
||||
{
|
||||
@@ -63,6 +67,12 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::Initialize()
|
||||
{
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>("TransformSystem");
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include <unordered_map>
|
||||
|
||||
#include "System.h"
|
||||
#include "Systems/TransformSystem.h"
|
||||
#include "Model.h"
|
||||
#include "Texture.h"
|
||||
#include "Components/Model.h"
|
||||
@@ -22,6 +23,8 @@ namespace Systems
|
||||
RenderSystem(World* world, std::shared_ptr<Renderer> renderer)
|
||||
: System(world), m_Renderer(renderer){ }
|
||||
|
||||
void Initialize() override;
|
||||
|
||||
std::unordered_map<std::string, std::shared_ptr<Model>> m_CachedModels;
|
||||
|
||||
void OnComponentCreated(std::string type, std:: shared_ptr<Component> component) override;
|
||||
@@ -29,7 +32,7 @@ namespace Systems
|
||||
|
||||
private:
|
||||
std::shared_ptr<Renderer> m_Renderer;
|
||||
|
||||
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,47 @@
|
||||
#include "TransformSystem.h"
|
||||
#include "World.h"
|
||||
|
||||
//void Systems::TransformSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
//{
|
||||
// if (parent == 0)
|
||||
// return;
|
||||
//
|
||||
// auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
// auto parentTransform = m_World->GetComponent<Components::Transform>(parent, "Transform");
|
||||
//
|
||||
// transform->Position = parentTransform->Position + transform->RelativePosition;
|
||||
//}
|
||||
|
||||
glm::vec3 Systems::TransformSystem::AbsolutePosition(EntityID entity)
|
||||
{
|
||||
glm::vec3 absPosition;
|
||||
glm::quat accumulativeOrientation;
|
||||
|
||||
do
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
//absPosition += transform->Position;
|
||||
entity = m_World->GetEntityParent(entity);
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
if (entity != 0)
|
||||
absPosition += transform2->Orientation * transform->Position;
|
||||
else
|
||||
absPosition += transform->Position;
|
||||
} while (entity != 0);
|
||||
|
||||
return absPosition * accumulativeOrientation;
|
||||
}
|
||||
|
||||
glm::quat Systems::TransformSystem::AbsoluteOrientation(EntityID entity)
|
||||
{
|
||||
glm::quat absOrientation;
|
||||
|
||||
do
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
absOrientation *= transform->Orientation;
|
||||
entity = m_World->GetEntityParent(entity);
|
||||
} while (entity != 0);
|
||||
|
||||
return absOrientation;
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
#ifndef TransformSystem_h__
|
||||
#define TransformSystem_h__
|
||||
|
||||
#include "System.h"
|
||||
#include "Components/Transform.h"
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class TransformSystem : public System
|
||||
{
|
||||
public:
|
||||
TransformSystem(World* world)
|
||||
: System(world) { }
|
||||
|
||||
//void Update(double dt) override;
|
||||
//void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
glm::vec3 AbsolutePosition(EntityID entity);
|
||||
glm::quat AbsoluteOrientation(EntityID entity);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // TransformSystem_h__
|
||||
@@ -107,19 +107,14 @@ World::World()
|
||||
void World::Initialize()
|
||||
{
|
||||
RegisterSystems();
|
||||
AddSystems();
|
||||
for (auto system : m_Systems) {
|
||||
system.second->Initialize();
|
||||
}
|
||||
|
||||
RegisterComponents();
|
||||
}
|
||||
|
||||
void World::RegisterSystems()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void World::RegisterComponents()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
std::shared_ptr<Component> World::AddComponent(EntityID entity, std::string componentType)
|
||||
{
|
||||
return AddComponent<Component>(entity, componentType);
|
||||
|
||||
@@ -25,8 +25,10 @@ public:
|
||||
|
||||
virtual void Initialize();
|
||||
|
||||
virtual void RegisterComponents();
|
||||
virtual void RegisterSystems();
|
||||
virtual void RegisterSystems() = 0;
|
||||
virtual void AddSystems() = 0;
|
||||
virtual void RegisterComponents() = 0;
|
||||
|
||||
|
||||
void AddSystem(std::string systemType);
|
||||
template <class T>
|
||||
|
||||
Reference in New Issue
Block a user